Camouflage types config + extra terrains
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2 changed files with 32 additions and 11 deletions
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@ -156,6 +156,7 @@
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#define B_SECRET_POWER_EFFECT GEN_7 // Secret Power's effects change depending on the generation. See GetSecretPowerMoveEffect.
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#define B_SECRET_POWER_ANIMATION GEN_7 // Secret Power's animations change depending on the generation.
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#define B_NATURE_POWER_MOVES GEN_8 // Nature Power calls different moves depending on the generation.
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#define B_CAMOUFLAGE_TYPES GEN_7 // Camouflage changes the user to different types depending on the generation
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// Ability settings
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#define B_ABILITY_WEATHER GEN_7 // In Gen6+, ability-induced weather lasts 5 turns. Before, it lasted until the battle ended or until it was changed by a move or a different weather-affecting ability.
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@ -1211,18 +1211,38 @@ static const u8 sPickupProbabilities[] =
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30, 40, 50, 60, 70, 80, 90, 94, 98
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};
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static const u8 sTerrainToType[] =
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static const u8 sTerrainToType[BATTLE_TERRAIN_COUNT] =
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{
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[BATTLE_TERRAIN_GRASS] = TYPE_GRASS,
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[BATTLE_TERRAIN_LONG_GRASS] = TYPE_GRASS,
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[BATTLE_TERRAIN_SAND] = TYPE_GROUND,
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[BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER,
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[BATTLE_TERRAIN_WATER] = TYPE_WATER,
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[BATTLE_TERRAIN_POND] = TYPE_WATER,
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[BATTLE_TERRAIN_MOUNTAIN] = TYPE_GROUND,
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[BATTLE_TERRAIN_CAVE] = TYPE_ROCK,
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[BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL,
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[BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL,
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[BATTLE_TERRAIN_GRASS] = TYPE_GRASS,
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[BATTLE_TERRAIN_LONG_GRASS] = TYPE_GRASS,
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[BATTLE_TERRAIN_SAND] = TYPE_GROUND,
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[BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER,
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[BATTLE_TERRAIN_WATER] = TYPE_WATER,
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[BATTLE_TERRAIN_POND] = TYPE_WATER,
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[BATTLE_TERRAIN_CAVE] = TYPE_ROCK,
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[BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL,
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[BATTLE_TERRAIN_SOARING] = TYPE_FLYING,
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[BATTLE_TERRAIN_SKY_PILLAR] = TYPE_FLYING,
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[BATTLE_TERRAIN_BURIAL_GROUND] = TYPE_GHOST,
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[BATTLE_TERRAIN_PUDDLE] = TYPE_GROUND,
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[BATTLE_TERRAIN_MARSH] = TYPE_GROUND,
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[BATTLE_TERRAIN_SWAMP] = TYPE_GROUND,
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[BATTLE_TERRAIN_SNOW] = TYPE_ICE,
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[BATTLE_TERRAIN_ICE] = TYPE_ICE,
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[BATTLE_TERRAIN_VOLCANO] = TYPE_FIRE,
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[BATTLE_TERRAIN_DISTORTION_WORLD] = TYPE_NORMAL,
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[BATTLE_TERRAIN_SPACE] = TYPE_DRAGON,
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[BATTLE_TERRAIN_ULTRA_SPACE] = TYPE_PSYCHIC,
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#if B_CAMOUFLAGE_TYPES >= GEN_5
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[BATTLE_TERRAIN_MOUNTAIN] = TYPE_GROUND,
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[BATTLE_TERRAIN_PLAIN] = TYPE_GROUND,
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#elif B_CAMOUFLAGE_TYPES == GEN_4
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[BATTLE_TERRAIN_MOUNTAIN] = TYPE_ROCK,
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[BATTLE_TERRAIN_PLAIN] = TYPE_GROUND,
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#else
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[BATTLE_TERRAIN_MOUNTAIN] = TYPE_ROCK,
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[BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL,
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#endif
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};
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// - ITEM_ULTRA_BALL skips Master Ball and ITEM_NONE
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